The Intervention Journey A Roadmap to Effective Digital Safety Measures 2025

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The presentation of the following digital safety intervention case studies, organized through the intervention journey steps, is essential for providing organizations with a clear, structured understanding of how to approach and implement effective interventions. By following the intervention journey framework, organizations can navigate the practical nuances and challenges involved at each stage. This step-by-step approach ensures that organizations can customize their strategies to align with their unique needs, resources and risk environments. Moreover, illustrating each step underscores the interconnectedness of the process, highlighting the iterative nature of digital safety mechanisms, which require continuous refinement in response to feedback and evolving threats.These case studies add significant value by showcasing real-world applications, successes and learnings across diverse contexts and industries. They offer actionable insights and concrete examples that other organizations can model or adapt to strengthen their own digital safety efforts. Disclaimer: The following examples of case studies in this section are presented within the broader context of digital safety and are intended solely for educational purposes. Their inclusion does not imply endorsement or approval of any specific activities, organizations or strategies discussed. Readers are encouraged to critically evaluate the information and consider it in light of their unique contexts. Microsoft developed the Xbox Gaming Safety Toolkit, a comprehensive resource for parents and caregivers. The toolkit is designed to be a one-stop shop to help parents and caregivers understand common gaming safety risks and identify the parental controls and user tools available on Xbox. The variety included in the toolkit makes it a technical, behavioural and educational intervention. The toolkit explores five common risks associated with gaming and provides age-specific guidance on how to respond to these concerns, recognizing that appropriate interventions evolve as the child gets older. This resource was initially developed with government and civil society partners from Australia and New Zealand and was tailored for these two markets. Microsoft has since expanded the resource to Singapore, Japan and South Korea, and worked with partners in these markets on localization to help ensure the advice and examples are appropriate to each context. Identification The development of the toolkit was prompted by recognition of the fact that additional efforts were needed to help raise awareness of existing family safety tools and the role these can play in digital parenting strategies. This featured feedback from a range of external sources and trends in Microsoft’s Global Online Safety Survey, including a clear message that parents wanted to ensure their children were able to game safely but felt overwhelmed by negative messages about online risks. The toolkit focuses on user education, recognizing that parents and caregivers may not have a good understanding of the available tools or how to best deploy those to support their family’s specific safety needs. It also recognizes that some families may not be aware of common online safety risks for young people. Through the convening of a working group to help identify key harm areas to focus on and receive feedback, the toolkit identified five main harms: harmful and age-inappropriate content, bullying and harassment, grooming and unwanted contact, screentime and in-game purchases. These harms correspond to categories outlined in a previous coalition report, such as threats to personal and community safety, harm to health and well-being, and violations of dignity.5 Design The intervention was designed to empower parents and caregivers and help them feel more confident in how and when to deploy tools to support safe gaming for their children. To apply the toolkit, Microsoft convened the previously mentioned multistakeholder working group with representatives from Australia and New Zealand. These included representatives from the eSafety Commissioner, the Alannah and Madeline Foundation and the Department of Home Affairs in Australia, and Netsafe and the Te Mana Whakaatu Classification Office in New Zealand. The working group roundtable specifically focused on gathering feedback on the most important harms to profile, and the best way to structure this resource and identify any additional key messages. A key piece of feedback from the group was the need to tailor advice by the age of a child, noting that at different stages of a young person’s development, 2.1 Enhancing gaming safety: a toolkit for parents and guardians The intervention was designed to empower parents and caregivers and help them feel more confident in how and when to deploy tools to support safe gaming for their children. The Intervention Journey: A Roadmap to Effective Digital Safety Measures 14
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